say – Talk
There seems to be an important problem with Say and cameras.
Lets say you have an object which is going to emit a sound. Now you create a camera 1000m away of it and make the object to say something. Surprisingly the sound is played at camera position, if you destroy the camera (back again to first person player), the sound is still in the head of the player.
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I cannot confirm that say is global like Generalcarver states. His statement is unlike to popular experience with say locality. Please provide a sample mission/code to show your call true. Thanks. -- Kju 12:46, 7 June 2010 (CEST) --- I stand 100% behind Kju, maybe it had changed in one of the last Beta's but never the less, in all versions before are 100% local ! Generalcarver might have executed the say global like via trigger to get his result. -- Lester 12:36, 8 June 2010 (CEST)
gibberish
the information on the main page is gibberish.
ofp syntax requires
_someGenuineObject say "SomeSound"
camera positions or otherwise don't appear to affect the outcome.
the main page lists 3 parameters but the example only shows 2.
Mikero (nee Ook?) 01:34, 6 June 2012 (CEST)